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[MOD] FexFX--Bigger-&-Longer(v1.52.0) -=New and Improved=-

I tried several, but i like this one because it doesn't alter the balance of the game, no units the AI is having a hard time, no techs or buildings the AI doesnt use properly or anything else that disturbs game balance

Still, i cant wait for a distant future version (SDK where are you!) with the extended tech tree and such ;-)

This mod is absolutely GREAT. I do not understand why this sort of range was not part of the original game.

Click to expand...

Thank you for the kind words friend!
I always thought these numbers should have been part of a customizable interface to begin with...
Perhaps with the SDK a front end could be written allowing on-the-fly changes at the start of each game...

but the game is now crashing virtually *every turn*
I can manage to get to end of turn and save
but then somewhere in moving units around crash city
and reload and try to make it to end of turn again.....

I'm in 1590's researching computers to get modern armor
on a hub style map with me running mongols
against 18 other *very pissed off* ai's

I've managed to take down 5 of them so far but
the game just won't go any further...........

After playing a couple of times on the longest settings I have some observations.

1. Should units be a teeny bit cheaper? I like the game lasting longer and the tech eras lasting longer too. However, it takes forever to "save" up for a war. I certainly would not want units to be as cheap as they are in the stock game, but would it be good for them to be a teensy bit less expensive than they are? Would the AI benefit?

2. Tech research speeds up dramatically as soon as banks and universities are discovered. By the time I get to chemistry, I'm popping out a new tech every 8-12 turns. I recommend additional research slowdowns in the late-mid and late game.

3. make it longer

All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke

Just because you're paranoid doesn't mean that They are not out to get you.

After playing a couple of times on the longest settings I have some observations.

1. Should units be a teeny bit cheaper? I like the game lasting longer and the tech eras lasting longer too. However, it takes forever to "save" up for a war. I certainly would not want units to be as cheap as they are in the stock game, but would it be good for them to be a teensy bit less expensive than they are? Would the AI benefit?

2. Tech research speeds up dramatically as soon as banks and universities are discovered. By the time I get to chemistry, I'm popping out a new tech every 8-12 turns. I recommend additional research slowdowns in the late-mid and late game.

3. make it longer [/QUOTE

1. The problem is if they wre much Cheaper the AI would bankrupt themselves by building too many units.

Hm, I'm playing a game on multiplayer using FX Marathon with the Sevomod; I've got a feeling that culture is a lot too easy to acquire. I have greatly outgrown my enemy (I'm right now at about 2500 points while he's at about 1100), I have huge functioning cities, my capital has too many superspecialists to display, and I'm still having a hard time getting a space victory before my opponent gets three of his cities to 95000 culture.

"My lines seem to be finding their way into many a signature - many times uncredited."

I deleted the python folder & fixed the xml for anyone still interested in playing this mod. City screen fixed,let me know if it works ok.I did'nt change any other files.Time & turn # not included though from the original.